Commit Graph

53 Commits (6cb5ac6e63fb9bf6b27e827a227161f6dbc82f0a)

Author SHA1 Message Date
Andrei Kortunov ee45f54b53 Refactor AiTemporaryStorage usage 6 years ago
Andrei Kortunov fed10e87aa Store integer actor ID in AI packages (bug #4036) 6 years ago
Bret Curtis d785344fad purge all instances of <boost/shared_ptr.hpp>, clean up unused headers 7 years ago
Allofich e10c4d8814 Stop combat between AI when canFight is false 7 years ago
Allofich a6dae51d87 Require line of sight for AI attacks (Fixes #3646) 8 years ago
MiroslavR 5e46121046 Implement fleeing AI (Closes #1118) 8 years ago
mrcheko 612c7f1a2f Revert "Revert "Merge pull request #993 from mrcheko/pathfinding""
This reverts commit 3732979eec.
8 years ago
scrawl 3732979eec Revert "Merge pull request #993 from mrcheko/pathfinding"
This reverts commit 5190275b37, reversing
changes made to d7845012bf.
8 years ago
mrcheko d2fe6fe857 Merge remote-tracking branch 'refs/remotes/origin/master' into pathfinding
# Conflicts:
#	apps/openmw/mwmechanics/aiactivate.cpp
#	apps/openmw/mwmechanics/aicombat.cpp
#	apps/openmw/mwmechanics/aicombat.hpp
#	apps/openmw/mwmechanics/aifollow.cpp
#	apps/openmw/mwmechanics/aipackage.cpp
#	apps/openmw/mwmechanics/aipackage.hpp
#	apps/openmw/mwmechanics/aiwander.cpp
#	apps/openmw/mwmechanics/aiwander.hpp
8 years ago
Allofich b1be3596dc Cleanup of #include statements 8 years ago
scrawl d3b76b7006 Don't stack Ai packages (Fixes #3101, Fixes #3080, Fixes #2697) 8 years ago
mrcheko bcb1f4ed05 refactor AiCombat: remove all pathfinding code, adopt new version of
AiPackage::pathTo;
fix couple of warnings;
8 years ago
dteviot 0feae19140 AiCombat use evadeObstacles() from AiPackage. 9 years ago
dteviot 038851420d Removed unneeded temp variables.
Corrected case of function names.
9 years ago
dteviot 04aee1fe20 extracted function reactionTimeActions(). 9 years ago
dteviot b3d5b47fea extracted function UpdateActorsMovement(). 9 years ago
scrawl 59db9664ba Pass the CharacterController to AiPackage::execute 9 years ago
scrawl cad18969e3 Merge branch 'master' of https://github.com/OpenMW/openmw into osg
Conflicts:
	apps/openmw/mwmechanics/aicombat.cpp
	apps/openmw/mwmechanics/aitravel.cpp
9 years ago
dteviot cb8ca2f03a Moved logic for building a Sync'ed path from AiCombat to PathFinding.
Is now used by AiFollow, which should fix "running in circles" bug caused when recalc a path and closest way point is the one NPC has just passed.
9 years ago
scrawl 4bb3cbf0fb Remove last remains of Ogre 9 years ago
terrorfisch 730abf6841 Moved all variables in temporary storage for AiCombat and some more for AiWander.
+Buxfix for previous AiWander changes
10 years ago
terrorfisch 4c36c67fb8 Updated AiCombat:
-moved everything except target to temporary storage
-removed the Pathfinder since present in baseclass
-cleaned some trigonometric mess
10 years ago
terrorfisch 0871d45790 Draft how to move temporary package state to CharacterController.
Example for a few values shown in AiWander.
10 years ago
scrawl 0fe9612afb Implement basic spellcasting AI (Fixes #961)
Select a weapon to attack with in AiCombat and equip it (Fixes #1609, Fixes #1772)
10 years ago
scrawl 523c2715e3 AiCombat: Handle Start to Min and Min to Max durations of 0 (found in Riekling animation) 10 years ago
scrawl fe5bbfce3c Merge branch 'master' of https://github.com/OpenMW/openmw
Conflicts:
	apps/openmw/mwmechanics/aicombat.cpp
10 years ago
scrawl a54ac579a5 Savegame: Store AiSequence 10 years ago
mrcheko 67abc60264 aiming to moving target in ranged combat ai
1) Taking into account target move vector and speed. However aiming is not
ideal, since attack strength can't be controlled directly. I did achieve
almost 100% accuracy updating it everyframe but then thought it would be
unfair, cause AI should mimic human targetting.
2) Also added in this commit func to measure real attack durations for
weapon.
10 years ago
mrcheko aa5647b45e merge master, resolve conflicts 10 years ago
mrcheko 5be37f04ef Feature 1314: make npc fight creatures 10 years ago
scrawl 0bc33fa86a Revert "AiCombat: Removed obsolete door back-off code (now handled in AiAvoidDoor)"
Apparently not working for AiCombat due to its higher getPriority(). What should we do here?

This reverts commit a6e1d7ffd6.
10 years ago
scrawl a6e1d7ffd6 AiCombat: Removed obsolete door back-off code (now handled in AiAvoidDoor) 10 years ago
scrawl 2e9985c1a3 Change all AI packages (except AiActivate) to use ActorIds
More robust in case the target changes cell or there are multiple targets with the same RefId
10 years ago
Thomas 10a5bb9464 Made code a bit more standardized and added a good bit of documentation. 10 years ago
mrcheko 22cdb166f2 warning fix, vars renaming 10 years ago
mrcheko 6a3dddfb9a merge master 10 years ago
mrcheko f3626adc86 remake of z-moving in combat for flying/swimming enemies 10 years ago
mrcheko f811abb752 pathgrid shortcutting extended 10 years ago
cc9cii 3dfd08cf2d Cleanup and little tweaking. 10 years ago
cc9cii 479a94b35d Backing off closed doors working, needs cleanup and tweaking. 10 years ago
scrawl 39d86a9468 Improvements to smooth NPC steering 10 years ago
mrcheko 339399f8b1 bug fix/logic fix/future suggestion 10 years ago
mrcheko 46a4790cb1 final warnings removal 10 years ago
mrcheko f2ad1c18f2 fix merging problem/some logic fixes 10 years ago
mrcheko d5f794d4fb update to combat ai behaviour 10 years ago
Sergey Shambir 5c7e39a92f Implemented script commands StartCombat, StopCombat, GetTarget.
Also renamed one field of AIWander class because it's not longer
unknown.
10 years ago
gus 4559e932ae AI packages have priority and combat is triggered in actor.cpp using the Hostile setting in CreaturesState 11 years ago
gus 683b8d77dd build fix (thanks travis) 11 years ago
gus 2a927f65d3 perfomances optimisations (pathfinding is computed less often, max 4 times per sec) 11 years ago
gus 650a112e2e better timer 11 years ago